Getting into Legion PvP

Welcome to the Getting into Legion PvP guide where we'll go into the basics of PvP in Legion for the new or returning player.

My name is Sipollo and I'm a mount collector who blogs guides on how to farm mounts from old raid instances. It may seem a bit of a leap to go from that to PvP in Legion, but I've become very focused on PvP thanks to the number of mounts you can get from the prestige system.

What is PvP and why do it?

PvP - or Player vs Player - is when you're fighting against other players instead of the computer controlled environment or PvE.

By its very nature PvP is unpredictable and that is part of the attraction - I don't mind running Kriegshymnenschlucht hundreds of times as every match will feel different. However there are some raid instances I'll happily never visit again!

You'll need to use survival abilities far more often - learn the ones for your class!

In PvE you get bosses who'll interrupt you, but it is often telegraphed - egNervenzerreißendes Heulen which has a 1.5s cast time. This is never the case in PvP - you should assume that any cast you make could be interrupted

You are going to die. A lot

If you are a healer in PvP you'll probably find that you're going to be singled out of the opposing side thanks to the impact you'll have on the fight

Gearing for PvP

As you'd expect you can obtain PvP gear by doing PvP. World quests, battleground wins, weekend events, brawls and arenas - all can reward you gear. Now we're in Legion's 4th PvP season, the gear coming from the world quests is Cruel ladiator 880 item level and it can warforge and titanforge on top of that. You can also obtain legendaries from battleground wins.

However If you're doing instanced PvP like battlegrounds or Arenas then gear is far less important than in previous expansions.

This is thanks to the PvP template system introduced in Legion for instanced PvP. When you entire a battleground or an area your character is given a preset stat template.

As a result it is far easier to step into instanced PvP - you can do it with a fresh 110 with no real problems.

My Blood Death Knight alt is a good example of this. She's obtained gear for an ilvl of 870, but in previous expansions she'd be an easy target for people who've been PvPing or raiding since the start of the expansion and would be 30-40 ilvls above her.

Thanks to the PvP template system she has more than fighting chance in the instanced PvP of battlegrounds and arena.

In the world

In a battleground

Health

4,359,060

Health

5,481,600

Strength

27,937

Strength

22,935

Armor

6948

Armor

8,189

Crit strike

17%

Crit strike

23%

Haste

16%

Haste

19%

Mastery

32%

Mastery

19%

Versatility

10%

Versatility

0%

Leech

9%

Leech

0%

Dodge

3%

Dodge

19%

Parry

24%

Parry

19%

As you can see, her stats change quite between the world and instanced PvP. Her health goes up by ~1.1m, along with an increase in armor. However her strength drops - this is mostly because whilst tanks should be hard to kill, they shouldn't be unstoppable wrecking balls! She can stay alive - the dodge and parry help as well - but will only slowly work down, not ruin, all the players trying to kill her.

The only real benefit better gear for instanced PvP is for each ilvl above 800 you'll have 0.1% added to the stat template. Thus an average ilvl of 910 will give you an 11% increase to the stats. This is done by the buff Kodex des Krieges; the example to the right is when I went into a battleground with an ilvl of 917. There the 11.7% increase is rounded down to 11%

Whilst this boost means there is a reason to improve your gear, it means that players who are very well geared will not be the gods of destruction they were in previous expansions when compared to a fresh character who just reached the level cap.

There are other changes in instanced PvP as well:

PvE set bonuses are disabled - PvP gear doesn't have set bonuses any more

Legendaries are disabled

Trinket procs are disabled - even those obtained through PvP!

Ablities may change how much damage they do compared to PvE

All of the above means that it is far easier to just jump into instanced PvP - you don't have a gear mountain to climb before you can enter a battleground and feel effective.

Obliterating PvP gear

can be used to purchase tokens from Gladiator Quartermasters Marshal Frazer / Violet Shadowmend - found in their respective faction areas - which can make items you're missing from the set or are trying for warforged / titanforged items.

Gladiator gear obliterates for

Combatant gear obliterates for

User interface

How you interact with the game is important, just as with raiding. However unlike raiding, PvP tends to be far more random and often requires far more movement and fast reactions than raiding does.

It is almost essential you keybind the abilities you're going to use - using them needs to be second nature, especially in the more advanced PvP.

Being able to hit a defensive right away rather than looking for the button & clicking will make the difference between life and death in PvP. Doing this also means that you can be using the mouse to direct your movement whilst also using instant abilities.

Having enemy name plates shown is very useful as well. If nothing else it becomes harder for goblins and gnomes to hide in the landscape; the red name plate above some shrubbery is a bit of a give away!

There are some useful addons which can come in handy in PvP; they can be downloaded from Curse

DBM and its PvP moduleI personally use DBM and it has some very useful PvP related features in its DBM-PvP module - especially if you go into battlegrounds. eg being able to see how long it is until a tower is captured in AV is very useful indeed

Dont CastPlayers have a lot of defensive abilities; this addon warns you when you shouldn't cast or attack a player. eg a Paladin has Gottesschild on them, or a Warlock has Netherzauberschutz up

H-H-T-Daka "Healers Have To Die". This addon clearly marks players who are doing a lot of healing so you can focus them down

Talent Set ManagerI have very different talents depending on if I'm raiding or doing PvP. Having an addon like this to manage different talent builds makes life a lot easier

Weak AurasThis addon allows you to build custom alerts for events in the game - eg an ability has become usable.

Artifact power

Obtaining artifact power is quite important thanks to all of the abilities and extra power an artifact gives you. Plus the first rank of Einigkeit der Legionsrichter is active within instanced PvP - a very nice buff, abit one which is slightly nerfed in PvP compared to PvE.

The usual sources of artifact power - quests, world quests, class missions and dungeons - are still present. Please see the guide Acquiring and Spending Artifact Power for some of those.

But you can also obtain artifact power from PvP; from either leveling in the honor system, doing PvP world quests or running battlegrounds.

Gaining artifact power as you gain honor levels is quite handy; if you're at the current artifact knowledge cap of 40 then the 24 Glory of the Melee you'll get for leveling up a prestige will give a total of 480 million AP.

PvP talents and spells

Whilst you have your normal class abilities and talents available to you, there are also PvP-only talents available to you - although you'll have to earn them by doing PvP.

The first time you go through the PvP honor levels you'll gain PvP talents at the honor levels shown below; the design is so that by honor level 10 - which takes ~ 4,000 honor - you'll gain a talent from every row and as your honor level increases you'll have more options open to you.

The Blood Death Knight honor talents are shown below, with the honor level required to obtain the talent shown in red.

The addition of PvP talents in Legion has been very welcome; if nothing else there are some nice abilities which make me go "... if only I had for raiding!"

The currently available prestige levels and their rewards are shown below; each prestige level has a unique character portrait.This is a nice touch which also means you can tell at a glance how much PvP someone has done.

How long will it take?

With 22,000 honor for the first prestige and 44,000 honor for the ones after, this is a large amount of honor to obtain - to reach the current maximum prestige of 18 takes 770,000 honor.

Whilst this sounds like a lot, just by doing the PvP world quests will set you on your way.

Activity

Honor per day

Time to..

Prestige

Complete a season

1x PvA WQ

500

~3 months

~year

3x Tower WQ

900

1½ months

6½ months

3x Tower WQ + 1x PvA WQ

1,400

~month

4¼ months

3x Tower WQ + 1x PvA WQ + first BG win

1,700

3 weeks

3½ months

3x Tower WQ + 3x PvA WQ

2,400

~2 ½ weeks

~2 ½ months

3x Tower WQ + 4x PvA WQ

2,900

~2 weeks

~2 months

3x Tower WQ + 4x PvA WQ + first BG win

3,200

2 weeks

1¾ months

If you do try to get the extra honor from the first BG win of the day, then you'll naturally also be getting all of the honor taking part in the battleground itself which isn't taken into account in the above.

World quests

Each day, three PvP tower world quests will be up, with one in Val'Sharah, Highmountain and Stormheim.

These are based around old Warden towers which the opposing faction has taken over - you have to defeat the Captain at the top of the tower and a number of NPCs.

When you enter the region of the tower, if you're not already PvP flagged you'll get the warning "You will be flagged for PvP if you remain in this area" shown on your screen you'll get a debuff called In den Kampf gerufen!; if you're still in the area when it runs out after 15 seconds, you'll become PvP flagged.

If you're on a PvE realm you'll not be able to attack the hostile NPCs until you are also PvP flagged - either wait for the debuff to run out, right click your portrait or type /pvp to turn PvP on.

The mobs are somewhat tough for a fresh 110 to handle as they have 2m to 5m health and come in packs; fortunately there is help with Pulverfass scattered around the quest area.

Click on them to pick them up and you'll be given an action button to throw it at a targetted location. The mobs bit by this will take a good amount of damage and will be stunned for several seconds make the quest much easier to do.

The only downside is your movement speed is halved whilst you carry the keg. And you only have 15 seconds to throw it before it blows up.

In addition to the three PvP tower quests there are also free-for-all world quests, aka PvA. There will always be one PvA quest up any given time; they only last six hours and when one ends another will spawn.

Unlike the PvP tower quests there is a good chance you'll end up fighting other players doing the PvA world quests, although the chance does vary with which quest is up. As with the PvP tower areas you are warned you're entering a free for all area. Once you are within the area then all players - even those within your own faction - become hostile to you. Generally members of the same party remain friendly to each other.

Found in the north-east corner of Stormheim, Rabiate Rauferei needs you to make 20 mobs submit to you or for you to kill 20 players.

Once a mob has submitted to you at ~20% health it turns into a vehicle you can mount, giving you an extra ability depending on the mob. Casters should really use this as it allows you to cast whilst moving, giving you a big advantage.

Found in deep in a cave in the south east corner of Highmountain, Finsterbrularena needs you to kill 10 NPC brawlers or players.

If you have flying, you can fly all the way into the cave and drop the last 20ft or so. If you don't have flying, get a goblin glider, take a flight to Ironhorn Enclave and then follow Gliding into Darkbrul Arena for the fastest way to get into the quest area.

Within the arena you can find healing & berzerking buffs and deep shadows to hide into.

Whilst players often ignore each other here, you're more likely to end fighting other players here than with Rabiate Rauferei.

You can exit the arena by using the signed exit in the south of the arena. It looks a lot like a dust cloud.

Found in the north west corner of Azuna, Operation: Murlocfreiheit is the only PvP related in the zone. It has you freeing murlocs from Naga. And players.

It seems that the more players who are in the PvA area, the slower the NPC naga respawn. Each mob only rewards 2% progress; there are two elite mobs who reward 25% progress each, but have a 15 minute respawn time.

It used to be that fighting other players would always happen here; the addition of flying has drastically reduced the frequency of fighting other players - now people stay out of reach above the area, searching for Naga to kill. Death literally comes from above here!

Whilst here, look out for the flowers which give the buff Liedblumenserenade - the buff lasts for an hour so long as you stay within the Broken Isles.

All of the PvP quests above give reputation of the faction associated with the zone they're in and also count to the daily emissary quests if they are up for the zone.

Some classes can make use of class hall abilities to complete non-elite world quests to do one of the PvA world quests each day; doing this you can work towards Jeder gegen jeden und alle für mich without even leaving your class hall. I know of at least one person who has done so!

If you wish to do this, the classes who can do so and the class order trait required at tier 5 are below:

Battlegrounds

Battlegrounds have been in World of Warcraft since the start of the game, with Warsong Gulch and Alterac Valley being added in patch 1.5.0 in June 2005. They are instanced PvP where you'll fight the same number of opposing faction players.

You can queue up for battlegrounds by using the Group Finder on the PvP tab. Doing a random battleground will reward 300 honor and Soldier's Esteem for the first win of the day. Subsequent wins reward 150 honor and Soldier's Grit.

There are quite a few battlegrounds in the game now, although they breakdown into three main types:

Capture the flag - get the enemy flag back to your base whilst defending your flag

Resources - hold points to gather resources; first side to get enough resources wins

Kill the General - kill the other team's general before they kill yours!

Kill the General battlegrounds also have a reinforcement mechanic, limiting the number of players who can resurrect during the battle. This puts a limit on how long the battleground can continue on for.

In a similar vein, the Capture the flag and Resources battlegrounds will have a time limt on them.

One of the oldest battlegrounds, the aim here is to kill the opposing team's general before they kill yours or you run out of reinforcements.

Reinforcements left for both sides is shown at the top of your screen and taking over the mines near the Alliance and Horde ends of the battleground help with giving you extra reinforcements to work with.

The opposing team's general isn't unprotected however; there are several mobs present as well - all linked to other objectives within the battleground.

The objectives - a lieutenant and several towers which have to be held for several minutes - will remove the supporting NPC and reduce the opposing team's reinforcements at the same time.

The usual way this plays is for the lieutenant to be killed, towers destroyed and the enemy general killed. However I've also had some very fun AVs which have descended into a reinforcement battle - can you kill all of the enemy before they kill enough of you?

Resources are gained by controlling the five resource nodes spread over the map; control is taken by capturing the flag at the node. You have to channel the capturing ability and any damage breaks this.

A reasonable strategy is to hold three nodes and defend them; unfortunately random battlegrounds can be somewhat chaotic at times!

When the battleground starts both teams will rush out to capture nodes as fast as they can - so the Horde capture the Farm and the Alliance the Stables as they're the closest to their spawn points.

If you opt to defend a flag, be ready to call out incoming enemy players. You also get double honor for defending so you're not missing out on honor by staying at a flag.

The lumber mill flag is at the top of a cliff; classes with a knock back can have a lot of fun throwing players off the edge. And priests can Gedankenkontrolle off the edge as well.

Gold is gained by holding the mines and center point; control is taken by capturing the flag at the node. You have to channel the capturing ability and any damage breaks this.

There is an element of Capture the Flag here as well - you can steal the opposing team's cart. Doing this immediately removes 200 from their total. If you get their cart back to your main base you'll gain 200 resources. A common trick I've seen in very close games is to steal the opposing team's cart to stop them from reaching 1,500 before you do!

You don't have to steal the carts to win though - I've seen quite a few wins based on taking and holding two nodes.

Resources are gained by controlling the four resource nodes spread over the map; control is taken by standing near the flag. A balance bar is shown on your screen when you are close enough. The more players on your team who are near enough, the faster it will move to your control.

However if players from the opposing team are present they'll counteract this - if they kill enough of you they'll gain control of the node instead of you.

There is also an element of Capture the Flag here; if you can pick up the flag from the center and run it back to a node you control you'll gain resources. The more nodes you control at the time, the more resources each flag capture will give you.

Thanks to the way node capture works, fighting near the flags so you're counting to the balance is key.

Also be aware of opposing team players who are stealthed or who've worked their way around the back of a node and who're trying a sneaky capture.

If a player falls into the gap between the islands - either from the bridges or the land where the flag is - then they will die. As with Arathi Basin's Lumber mill, classes with a knock back can have a lot of fun throwing players to their deaths. And priests can Gedankenkontrolle players to their death as well.

Kill the opposing team's general before they kill yours or you run out of reinforcements.

Unfortunately the opposing team's general is hidden behind gates which need to be broken down before you can attack them.

This is done by using siege machines from the Workshop or Docks. You can also bomb them from above via the Hanger. Naturally to use these abilities you have to control the nodes; capturing the nodes is the as with other battlegrounds - click to capture and hope no damage occurs whilst you're doing it!

A few minutes after capturing the Workshop or Docks siege vehicles will spawn for you to attack the gates. You can use the hanger immediately, but the aircraft you're in will take some time to reach the opposing team's base where you can either bomb the gates from above or jump into their base to place bombs against their gates.

The Glaive Throwers from the Docks do a lot of siege damage from a distance, but don't have that much health - they must be protected as they're moved from their spawn points to the opposing team's base. The docks also provide you with Catapults to throw yourself into the opposing team's base to put bombs against their gate.

Control of the Refinery buffs the seige damage done. The Quarry buffs your reinforcements.

Resources are gained by capturing slowly moving mine carts and delivering them to their destinations.

Three mine carts spawn at once and their location and current ownership is shown on the map.

Carts are captured in a similar way to the towers in EotS - they start neutral and once captured, it takes more of one team within the circle than the other to shift the balance from one team to the other.

One track is direct; the other pair have two sets of points on the tracks which can be changed via a short channel. The routes they start with are shorter than the route they can be switched over to.

Similar to EotS, fighting near carts is a good idea. However, since the carts move, CC can be used to hold an enemy player in place so they'll no longer count towards capturing once the cart has moved far enough away.

One team gets to defend first; the other attacks and has 10 minutes to reach the ancient titan artifact, breaking down gates in the way.

The gates can be damaged by the seige engines or bombs which are provided.

The attacking team has to break through at least 3 gates and a door to the relic chamber. Once in there, an attacking player has to touch the titan artifact inside. When either the attack team reached the artifact or 10 minutes is up, the roles switch over.

The performance of the attackers and defenders are taken into account with the time provided for the round.

If the defenders in the first round held on for the full 10 minutes, the second round will be 10 minutes long

However, if the attackers in the first round reached the artifacted, the second round will only be as long as the attackers took

Effiectively, for the attackers in the second round to win they have to reach the titan artifact in less time than the attackers from the first round took.

You must capture the opposing team's flag three times to win before 15 minutes runs out.

You can only capture your flag if your own flag isn't in the opposing team's hands. So a common tactic is for a small team to get and hold onto the enemy flag whilst you get your own flag back from the opposing team.

Unfortunately people also just fight in the middle.

This is almost identical to Warsong Gulch, only the scenary is different.

On the eastern side of the map there is a handy cliff you can knockback or Gedankenkontrolle players over to kill them.

One of the first battlegrounds, you must capture the opposing team's flag three times to win before 15 minutes runs out.

You can only capture your flag if your own flag isn't in the opposing team's hands. So a common tactic is for a small team to get and hold onto the enemy flag whilst you get your own flag back from the opposing team.

Unfortunately people also just fight in the middle

Brawls

Brawls are a new addition to the game and are variations on existing battlegrounds; they are queued for separately from normal battlegrounds and there is only one up at any given time.

An example is Arathi Basin in a blizzard where you have to content with Arathi Basin in a white out! Give them a go; they're a lot of fun and change from normal battlegrounds.

The Underbelly

There is a somewhat hidden PvP zone beneath the streets of Dalaran; Die Schattenseite. In earlier incarnations of Dalaran this was always a somewhat seedy place.

Legion takes this further, with the zone having various mobs and rare spawns which can appear.

There is a guard captain here - Raethan - who can be bribed with to change the Underbelly from a friendly area with Kanalwächter into an area with Keine Wächter where PvA happens!

When the Underbelly has Keine Wächter, no rares will spawn, but you can kill other players for Blindes Auge. Chests containing Blindes Auge will also spawn, but take several seconds to open, leaving you vulnerable to attack from other players.

Since you can only carry up to at any one time and you need to loot for the achievement, you'll find yourself spending a lot of Blindes Auge to get less Blindes Auge in return.

For example you can purchase Krokomojo for , but you'll probably only get from the Schattenseitenkroko which spawn. However, everyone else in the Underbelly who takes part in killing them will benefit.

During Keine Wächter you'll often find groups of well geared players farming eyes from everyone else. When I was doing this I found most people would clear out the area & wait the 5 minutes before the area could be put back to Kanalwächter.

The end result of farming the is worth it though I think.

Beyond casual PvP

There is a world beyond the casual PvP shown above; you also have the Arena and Rated Battlegrounds. This is where the rarest PvP rewards are found.

These are more organized and you'll be fighting against players of equal skill to yourself. This is done by you having a match making ranking.

If you win your ranking goes up; lose and it goes down.

In the Arena can be a 2v2 or 3v3 organized team; you enter the arena and the aim is to kill all the members of the opposing team. You can get a feel of the Arena by picking the Arena Skirmish queue

Rated Battlegrounds use the some battle grounds we detailed above.

At the end of a PvP season, rewards are handed out to the top players in their respective brackets.

Kommentare

Kommentar von matrixenforcer

This is a great guide, I am going to have to get out there and do some PVP again.

Kommentar von jjanchan

Awesome guide! For those trying to eke out every last bit of honor, it may be worthwhile mentioning that for the World Quest area for Operation Murloc Freedom, any Timeworn Artifacts you loot from mobs and from the small containers scattered throughout the area can be turned into the Murloc King for honor - at roughly 1 honor for every 4 marks.It's not a lot, but it adds up!

EDIT: The other important thing to mention about PvP Brawls is that entering one will give you a one-time quest that can be completed by winning a single Brawl (Mal was anderes). This rewards 3 Marks of Honor, a piece of PvP gear, and a VERY lucrative AP token (Vermächtnis des Soldaten)!

One minor thing I noticed - under Operation Murloc Freedom it should read "lose an amount" rather than "loose an amount".

Kommentar von Redlegg

Thank you for the very good guide. One note though. There is a third entrance to the Underbelly in both Dalarans. The wishing well located by the Horde (North) bank. Climb up the steps and jump in. It will drop you into a random location in the zone.

Kommentar von AkiyaWarrior

Thanks for this guide

I do have a question: why are the PVP/WQ towers in Legion all staffed by Gilneans? (at least I think they are) Was there a Legion/lore reason that I missed?

Also, for people like me who aren't into PVP but would like the really awesome transmog gear or the mounts or other rewards, the World Quest towers and brawls are super easy. You can also complete a quest each day with your class hall item like Horn des Krieges.

I've only been involved with real PVP there in the Darkbruhl Arena and the Bareback Brawl. And the Bareback Brawl, I think, was just accidental aggro xD.

Kommentar von vulzon

Very nice guide! But Arathi Basin and Gilneas only need 1500 resources instead of 1600.

Kommentar von 3red

Just some PvE ramblings

I may be wrong, but from what I can tell: people who pvp and reach and maintain high ratings (2000+) end up getting gear at higher ilvl than people who spam high mythic+ dungeons and/or raid. The 2 main reasons for this would be: higher frequency of items dropping and higher base ilvl (also, let´s add the possibility to obliterate the gear and use the "echoes" to eventually target a certain slot).

This gives me some diabolical thoughts for gearing up: 2 people (1 mythic raider and 1 hardcore pvper), 2 different accounts (one account "main" and another "alt"). The pvper plays most of the time on the main account, gearing up while doing his push for ratings (while keeping a lot of gear for the raider to run sims later on). The raider plays on the main account mostly only during the raid times. The other account is to be used when the other person is using the main account and it´s mostly for training. This strategy would ensure that the best possible gear is being used in the best possible scenario, which is the mythic raid. There are some problems with this strategy, which include: convincing a hardcore pvper to share accounts with you (with little to no real benefit in-game for him), lower ratio of gaining legendaries (worse than, let´s say, doing a weekly checklist which includes all raids on normal, heroic and LFR and all regular mythic dungeons), having to level and gear up 2 accounts.

On a side note, only now have I realized that the best path for gearing up in PvE involves NOT doing anything that awards low ilvl gear, as true RNG does not exist (what exists is a long string of different numbers that repeat at some point) and nobody wants to waste a big titanforge on a very low ilvl item (which seems to happen a lot when you´re doing low lvl content just for the sake of higher chance for a legendary to drop).

Sorry for the long post, I hope you can enjoy a potato

Kommentar von Verdict1428

"The only real benefit better gear will give you is a percentage increase in the preset stats - eg an average ilvl of 910 will give you a 10% boost. "

Just a quick edit needed here: the pvp template is set at ilvl 900 and every 1 pt above 900 gives .1% increased damage. Meaning if you're in 910 gear you will be doing 1% more damage, not 10%.

Kommentar von Verdict1428

"The only real benefit better gear will give you is a percentage increase in the preset stats - eg an average ilvl of 910 will give you a 10% boost. "

Just a quick edit needed here: the pvp template is set at ilvl 900 and every 1 pt above 900 gives .1% increased damage. Meaning if you're in 910 gear you will be doing 1% more damage, not 10%. This is for instanced pvp zones only.

Kommentar von Cheesecaker

When the Underbelly has Sewer Guards, no rares will spawn, but you can kill other players for Sightless Eyes. Chests containing Sightless Eyes will also spawn, but take several seconds to open.

After 5 minutes of Sewer Guards you can bribe Raestan with 50 to change the Underbelly back to Sewer Guards. You can also hire a guard from Sewer Guards for 5 to protect you with Hired Guard whilst you're in the Underbelly.

I believe this should read:When the Underbelly has No Guards, no rares will spawn, but you can kill other players for Sightless Eyes. Chests containin Sightless Eyes will also spawn, but take several seconds to open.

After 5 minutes of No Guards you can bribe Raestan with 50 (Sightless Eyes) to change the Underbelly back to Sewer Guards. You can also hire a guard from Raestan for 5 minutes to protect you with Hired Guard whilst you are in the Underbelly.

Kommentar von Deihjan

Can we have a note on the Underbelly/Rat stallion section that it's quicker for everyone who wants the mount to NOT call off the guards. The PVP aspect of the Underbelly drops far less sightless eyes and the time spent fighting only benefits the grouped up people who WILL be there, forming death squads and generally making it a miserable experience for anyone trying to get their hidden appearances/eyes.

Kommentar von SamashNZ

Such a brilliant guide, thanks so much!

Kommentar von anessandra

Thank you for this guide! This is awesome for players like me who are interested in PvP but need a really simple explanation to get started. I especially appreciate the tl;dr for the battlegrounds.